$input a_position, a_texcoord0 $output v_dir /* * Copyright 2014-2016 Dario Manesku. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" #include "uniforms.sh" uniform mat4 u_mtx; void main() { gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) ); float fov = radians(45.0); float height = tan(fov*0.5); float aspect = height*(u_viewRect.z / u_viewRect.w); vec2 tex = (2.0*a_texcoord0-1.0) * vec2(aspect, height); mat4 mtx; mtx[0] = u_mtx0; mtx[1] = u_mtx1; mtx[2] = u_mtx2; mtx[3] = u_mtx3; v_dir = instMul(mtx, vec4(tex, 1.0, 0.0) ).xyz; }